add respawning and clippy fix

master
Tymon 1 year ago
parent 4b4426bcda
commit f9994e2459

@ -53,6 +53,7 @@ fn main() {
commands::command_suggestor,
player::fall_damage,
player::death,
player::respawn
)
.in_schedule(EventLoopSchedule),
)

@ -7,12 +7,12 @@ use once_cell::sync::Lazy;
use valence::{
entity::{living::Health, player::PlayerEntityBundle, EntityId},
packet::WritePacket,
prelude::{event::PlayerMove, *},
prelude::{*, event::PerformRespawn},
};
use valence_protocol::{
packet::s2c::play::{
synchronize_tags::{Tag, TagGroup},
ChunkRenderDistanceCenterS2c, SynchronizeTagsS2c,
ChunkRenderDistanceCenterS2c, SynchronizeTagsS2c
},
var_int::VarInt,
Encode,
@ -28,17 +28,17 @@ pub fn fall_damage(
(
&mut Client,
&OnGround,
&mut EntityId,
&EntityId,
&mut Health,
&GameMode,
&Position,
),
Changed<Position>,
>,
mut instances: Query<&Instance>,
instances: Query<&Instance>,
) {
let instance = instances.single();
for (client, on_ground, id, mut health, gamemode, position) in &mut clients {
for (_client, on_ground, id, mut health, gamemode, position) in &mut clients {
let current_block = instance
.block(BlockPos {
x: position.0.x.floor() as i32,
@ -62,6 +62,7 @@ pub fn fall_damage(
if delta_y > 3.0 {
health.0 -= (delta_y - 3.0) as f32;
}
hashmap.insert(id.get(), position.0.y);
}
@ -164,3 +165,22 @@ pub fn despawn_disconnected_clients(
}
}
}
pub fn respawn(
mut clients: Query<(&mut Position, &mut Look, &mut Location)>,
mut events: EventReader<PerformRespawn>,
instances: Query<Entity, With<Instance>>,
) {
for event in events.iter() {
if let Ok((mut pos, mut look, mut loc)) = clients.get_mut(event.client) {
pos.set(DVec3 {
x: -214.0,
y: 83.0,
z: 276.0,
});
look.yaw = 0.0;
look.pitch = 0.0;
loc.0 = instances.single();
}
}
}
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